mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
110 lines
4.3 KiB
Text
110 lines
4.3 KiB
Text
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 BFG Edition GPL Source Code
|
||
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
||
|
|
||
|
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
|
||
|
it under the terms of the GNU General Public License as published by
|
||
|
the Free Software Foundation, either version 3 of the License, or
|
||
|
(at your option) any later version.
|
||
|
|
||
|
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
|
||
|
|
||
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
#include "global.inc"
|
||
|
#define FXAA_GREEN_AS_LUMA 1
|
||
|
#define FXAA_EARLY_EXIT 0
|
||
|
#include "Fxaa3_11.h"
|
||
|
|
||
|
uniform sampler2D samp0 : register(s0);
|
||
|
uniform sampler2D samp1 : register(s1); // exponent bias -1
|
||
|
uniform sampler2D samp2 : register(s2); // exponent bias -2
|
||
|
|
||
|
uniform float4 rpUser0 : register( c128 );
|
||
|
uniform float4 rpUser1 : register( c129 );
|
||
|
uniform float4 rpUser2 : register( c130 );
|
||
|
uniform float4 rpUser3 : register( c131 );
|
||
|
uniform float4 rpUser4 : register( c132 );
|
||
|
uniform float4 rpUser5 : register( c133 );
|
||
|
uniform float4 rpUser6 : register( c134 );
|
||
|
|
||
|
struct PS_IN {
|
||
|
float4 position : VPOS;
|
||
|
float2 texcoord0 : TEXCOORD0_centroid;
|
||
|
};
|
||
|
|
||
|
struct PS_OUT {
|
||
|
float4 color : COLOR;
|
||
|
};
|
||
|
|
||
|
void main( PS_IN fragment, out PS_OUT result ) {
|
||
|
|
||
|
const float4 FXAAQualityRCPFrame = rpUser0;
|
||
|
const float4 FXAAConsoleRcpFrameOpt = rpUser1;
|
||
|
const float4 FXAAConsoleRcpFrameOpt2 = rpUser2;
|
||
|
const float4 FXAAConsole360RcpFrameOpt2 = rpUser3;
|
||
|
const float4 FXAAQualityParms = rpUser4;
|
||
|
const float4 FXAAConsoleEdgeParms = rpUser5;
|
||
|
const float4 FXAAConsole360ConstDir = rpUser6;
|
||
|
|
||
|
// Inputs - see more info in fxaa3_11.hfile
|
||
|
FxaaFloat2 fxaaPos = fragment.texcoord0;
|
||
|
FxaaFloat4 fxaaConsolePos;
|
||
|
|
||
|
float2 halfPixelOffset = float2( 0.5, 0.5 ) * FXAAQualityRCPFrame.xy;
|
||
|
fxaaConsolePos.xy = fxaaPos.xy - ( halfPixelOffset );
|
||
|
fxaaConsolePos.zw = fxaaPos.xy + ( halfPixelOffset );
|
||
|
FxaaFloat2 fxaaQualityRcpFrame = FXAAQualityRCPFrame.xy;
|
||
|
FxaaFloat4 fxaaConsoleRcpFrameOpt = FXAAConsoleRcpFrameOpt;
|
||
|
FxaaFloat4 fxaaConsoleRcpFrameOpt2 = FXAAConsoleRcpFrameOpt2;
|
||
|
FxaaFloat4 fxaaConsole360RcpFrameOpt2 = FXAAConsole360RcpFrameOpt2;
|
||
|
|
||
|
// Quality parms
|
||
|
FxaaFloat fxaaQualitySubpix = FXAAQualityParms.x;
|
||
|
FxaaFloat fxaaQualityEdgeThreshold = FXAAQualityParms.y;
|
||
|
FxaaFloat fxaaQualityEdgeThresholdMin = FXAAQualityParms.z;
|
||
|
|
||
|
// Console specific Parms
|
||
|
FxaaFloat fxaaConsoleEdgeSharpness = FXAAConsoleEdgeParms.x;
|
||
|
FxaaFloat fxaaConsoleEdgeThreshold = FXAAConsoleEdgeParms.y;
|
||
|
FxaaFloat fxaaConsoleEdgeThresholdMin = FXAAConsoleEdgeParms.z;
|
||
|
|
||
|
// 360 specific parms these have to come from a constant register so that the compiler
|
||
|
// does not unoptimize the shader
|
||
|
FxaaFloat4 fxaaConsole360ConstDir = FXAAConsole360ConstDir;
|
||
|
|
||
|
|
||
|
float4 colorSample = FxaaPixelShader( fxaaPos,
|
||
|
fxaaConsolePos,
|
||
|
samp0,
|
||
|
samp1,
|
||
|
samp2,
|
||
|
fxaaQualityRcpFrame,
|
||
|
fxaaConsoleRcpFrameOpt,
|
||
|
fxaaConsoleRcpFrameOpt2,
|
||
|
fxaaConsole360RcpFrameOpt2,
|
||
|
fxaaQualitySubpix,
|
||
|
fxaaQualityEdgeThreshold,
|
||
|
fxaaQualityEdgeThresholdMin,
|
||
|
fxaaConsoleEdgeSharpness,
|
||
|
fxaaConsoleEdgeThreshold,
|
||
|
fxaaConsoleEdgeThresholdMin,
|
||
|
fxaaConsole360ConstDir );
|
||
|
|
||
|
result.color = colorSample;
|
||
|
}
|